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PTS Update 38 - Feedback Thread for Classes & Abilities

  • LtClungeX
    LtClungeX
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    Traditionally a healer even with regards to the pvp npc guards are squishy and should always be the first target, a pvp healer should be the keystone that need to be taken out, that collapses the group

    Currently healers can heal themselves, be tanky and keep the group alive, this leads to stale fights that will literally never end if the group is built for it, battlegrounds become unfun and unplayable no matter what you do you cant even move their health bars,

    We need to change heals we can have selfish heals that only heal you and group heals that only heal allies and maybe heal you for a bit for each one of your allies healed, just enough to keep you alive in a trail but not so much in pvp, a group healer should slot group heals and sacrifice his or her own longevity in the fight they should be a target for the rival group this is one of pvps biggest issues.

    This needs to change it would also add more utility to off healers like arcanist in trials
  • Benemime
    Benemime
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    LtClungeX wrote: »
    Traditionally a healer even with regards to the pvp npc guards are squishy and should always be the first target, a pvp healer should be the keystone that need to be taken out, that collapses the group

    Currently healers can heal themselves, be tanky and keep the group alive, this leads to stale fights that will literally never end if the group is built for it, battlegrounds become unfun and unplayable no matter what you do you cant even move their health bars,

    We need to change heals we can have selfish heals that only heal you and group heals that only heal allies and maybe heal you for a bit for each one of your allies healed, just enough to keep you alive in a trail but not so much in pvp, a group healer should slot group heals and sacrifice his or her own longevity in the fight they should be a target for the rival group this is one of pvps biggest issues.

    This needs to change it would also add more utility to off healers like arcanist in trials

    Maybe by setting that the healing skills will be scaled by something else, like "Healing Power" stat, instead of weapon/spell dmg?
    Edited by Benemime on April 24, 2023 10:23AM
  • LtClungeX
    LtClungeX
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    masters bow fix, when you land poison arrow gain 350 weapon damage for 6 second this effect and occur every 6 seconds

    poison arrow
    venom arrow morph
    Now interrupts the enemy and removes the execute scaling, reduced the damage overtime damage, now always applies poisoned status effects, also when hitting an enemy with the poisoned status effect already applied to them increase the damage of this ability by 75 percent making it slightly weaker than crushing shock but always applies poisoned status effect.
    Edited by LtClungeX on April 24, 2023 11:09AM
  • LtClungeX
    LtClungeX
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    Benemime wrote: »
    LtClungeX wrote: »
    Traditionally a healer even with regards to the pvp npc guards are squishy and should always be the first target, a pvp healer should be the keystone that need to be taken out, that collapses the group

    Currently healers can heal themselves, be tanky and keep the group alive, this leads to stale fights that will literally never end if the group is built for it, battlegrounds become unfun and unplayable no matter what you do you cant even move their health bars,

    We need to change heals we can have selfish heals that only heal you and group heals that only heal allies and maybe heal you for a bit for each one of your allies healed, just enough to keep you alive in a trail but not so much in pvp, a group healer should slot group heals and sacrifice his or her own longevity in the fight they should be a target for the rival group this is one of pvps biggest issues.

    This needs to change it would also add more utility to off healers like arcanist in trials

    Maybe by setting that the healing skills will be scaled by something else, like "Healing Power" stat, instead of weapon/spell dmg?

    yes or removing the ability for heals to crit.

    But before that ,why not have for example, breath of life instead of healing you directly you get 10 percent of the heal back to yourself for each once of your allies healed, so in a trail you get 110 percent back but in a bg only 30 percent , then honor the dead can just heal you, rapid regen heals others mutagen heals you, combat payer heals you, blessing of protection heals others
    Edited by LtClungeX on April 24, 2023 11:08AM
  • From_Siberia
    From_Siberia
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    ZOS, about templar - solutions you suggest really don't work.

    If you really want to know how you can make templar better, check this post:
    Cloudrest wrote: »
    Templar U38 Feedback

    For the most part, I'll be echoing what other Templar players have been saying for the past several months. The class desperately needs power shifted away from Radiant Oppression and instead funneled into Backlash + Morphs and Puncturing Strikes + morphs. The change to Rune Focus + Morphs is an interesting change and something that I can appreciate, but the 5% increased damage done to class abilities attached to Solar Barrage misses the mark entirely to address the problems with Templar in PvP.

    Backlash

    Backlash and morphs still lack burst damage in a PvP setting when Battle Spirit is applied, despite having similar damage in PvE before the changes made to the skill's functionality. Is this a bug, where Battle Spirit is disproportionally affecting the final 'burst' of damage from the skill, or is this intended functionality? It would be nice for the developers to communicate about this skill, as the intent was originally quoted to be during U36 Firesong,
    The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
    "Similar values of power seen before." Backlash (and morphs) function properly in PvE and reaches similar values of power seen before, but it does not reach anywhere close to similar values of power seen before in PvP. An ability that should be hitting for 8-14k damage is hitting for 3-4k damage. Currently, Templar has no form of burst damage, something that is incredibly important in PvP. Either Backlash + morphs have a bugged interaction with Battle Spirit, or the ability desperately needs some power funneled back into it, and it needs looking into.

    Puncturing Strikes

    Puncturing Strikes and morphs are going to suffer even more than they already have due to the release of Arcanist. Major Evasion is already a staple in Cyrodiil in the current meta, meaning any damage from the already-lackluster morphs of Strikes/Sweeps/Jabs is mitigated by a flat 20% value. With Minor Evasion being readily available from Arcanist, that's another 10% free mitigation against Templar's main spammable.

    Puncturing Strikes and morphs were already changed drastically with the release of U35 Lost Depths. They lost an entire tick of damage with the remaining 3 ticks being nerfed by a further 21%.
    This ability and its morphs now hit 3 times over a channel time of 800ms, rather than 4 times over 1 second.

    Reduced the overall damage of the primary attack by approximately 21% since this ability no longer incurs a DPS loss while weaving within the 1 second global cooldown window.

    Unfortunately, the addition of a light attack does not make up for the loss of an entire tick of damage from the ability, especially when the remaining 3 have been nerfed by 21% and are so heavily impacted by Major and Minor Evasion. It's a very real possibility that with U38 Necrom, Templar's already lackluster spammable is going to be doing 30% less damage in PvP outright due to Major + Minor evasion on players.

    Along with the controversial changes to the animation (ontop of the issues of Evasion), I think Puncturing Strikes and morphs need to be re-examined. Ideally, I would love to see the animation reverted entirely, the lost tick of damage being re-added, and the ability functioning similarly to Dual Wield's Flurry in being a single-target spammable that hits for multiple times over .8s whilst keeping the damage of the first 3 ticks as it is currently, but with the last tick being an AOE strike that hits harder than the previous 3. Either that, or make Puncturing Strikes + morphs unaffected by Evasion.

    Something desperately needs to change, as Templar isn't in a good spot at the moment (along with Necromancer) and they both sorely need some love. Unfortunately, the changes on the PTS don't do anything to address the actual issues with either class. Please listen to the community.
    Edited by From_Siberia on April 24, 2023 11:14AM
  • Medicate
    Medicate
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    LtClungeX wrote: »
    buff execute damage in pvp, players should be better rewarded for using the correct move, at the appropriate time and for getting the opponent to 25 percent health. at 25 percent health they should hit like ultimate's

    rather rework the vamp passive that increases mitigation when low on health. players are far to sturdy already :)
  • i11ionward
    i11ionward
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    Benemime wrote: »

    Feral Guardian and morphs: My issue with this skill is about looks. The ult when casted is not flashy, it's bland, and bland things affect how much fun you have when you are playing. IMO when using the ult it should glow something, do something, maybe like Selene (Monster set), idk. Just give me something special. The bear itself is bland, it boggles me how this company cares so much about cosmetics and so many years since the release of warden already and no cosmetics, no acessories, nothing? Just a gray bear? And by the way, I would LOVE to have a senche tiger, a white striped tiger, a black panther or some other animal instead of the bear, give us variety and customization!

    +1
  • MacRibs
    MacRibs
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    Regarding Feral Guardian and morphs I would change the bears active ult, Guardian's Savagery/Wrath, to work similar to blastbones/Mad Tinkerer, where you would target an enemy the bear would get near it, maybe 6/7m then charge them dealing damage and stunning all enemies in its path.
  • GetAgrippa
    GetAgrippa
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    GetAgrippa wrote: »
    I'm so tired of all your nerfs. We all knew this was coming. Nerfing other classes to make room for your pet project. This game is so tired. Wardens have to wait 6 seconds for deep fissure's big burst but that was at least alleviated with arctic blast's instant stun. Now we have to wait 6 seconds and no on demand stun. Just awesome. Get rid of the heal for all I care. Putting a delay on that stun again just gimps our ability to be aggressive with it.

    It feels to me like the player base is the Dev's ant farm and you all like to stir us up with a stick to see what happens. Why can't you just let us enjoy our builds. We're not your playthings.

    It's longer than 6 seconds. The powerful fissure pops off at 9 seconds after you cast it initially

    Yes. Obviously. And obviously I'm referring to the deep fissure burst that come 6 seconds after the 3 second one. Obviously.
  • Mayrael
    Mayrael
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    I am disappointed that once again Consuming Darkness did not receive any buffs or complete overhaul. Currently, this ultimate is completely useless in both PvE and PvP. Literally, no one uses it, I dare say that with its current cost and what it offers, it is one of the worst, if not the worst ultimate in the game.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • OtarTheMad
    OtarTheMad
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    Necro needs some attention for sure. Offensively Magcro has been kind of stuck in the same two builds being viable for PvP... harmony build or DSA staff build.

    Honestly you should switch the Necro dot passive and the Arcanist status effect passive. Necros have no dots pretty much and Arcanist doesn’t have really any status effects but both on the other class fit better.

    If you aren’t going to do that then just speed up skulls, give it a dot and put a dot as magicka BB secondary effect.

    But I really really really think you should switch those two. Just my two cents though, not like a demand or anything. Just some thoughts.
    Edited by OtarTheMad on April 25, 2023 9:10AM
  • Ecgberht_confused
    Ecgberht_confused
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    OtarTheMad wrote: »

    Honestly you should switch the Necro dot passive and the Arcanist status effect passive. Necros have no dots pretty much and Arcanist doesn’t have really any status effects but both on the other class fit better.

    This is a really good suggestion!
  • AD42
    AD42
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    I'll just show the templar changes. For understanding.
    v8.1.5
    kdnvydzblos5.png
    gpjg0g65di85.png
    2r7wlpsvj60q.png
    v8.3.5
    fx9kir5pcbd4.png
    v9.0.0
    4src2koslii8.png
    p.s Don't consider Backlash which just doesn't work
  • AD42
    AD42
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    I don't understand what they do with the Templar.
    Edited by AD42 on April 25, 2023 10:53AM
  • xylena_lazarow
    xylena_lazarow
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    Sorc needs a class source for major crit chance buffs, being forced into Camo/Mage sucks.
    PC/NA || CP/Cyro || RIP soft caps
  • nokturnihs
    nokturnihs
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    Vetixio wrote: »
    Vampire Undeath Passive is still over tuned making vampire meta in pvp.

    I totally agree this is overtuned and needs to be toned down, but it is one of if not the only positive of being a vampire as the vampire skill line is on life support or un-life support you could say.

    100% hate new vamp and miss old vamp.
  • MacRibs
    MacRibs
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    In regards to werewolves some abilities need some adjustments as most of the buffs they have that were harder to get when they were originally released now are way more common leaving them at a disadvantage when compared with basically anything that can double bar.

    Active Skills
    • Pounce+ Morphs: Pounce on an enemy with primal fury, dealing 1742 Bleed Damage. Activating the ability again within the next 5 seconds causes you to cast Carnage. Carnage causes the enemy to bleed for 1296 Bleed Damage over 10 seconds applies the and deals up to 450% more damage to enemies under 100% Health. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect.
      • Comment: Initial hit now applies the Hemorrhaging status effect.
    • Hircine's Rage- Invoke the Huntsman's blessing, healing you for 6197 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina and gain Major Berserk and Minor Expedition , increasing your damage done by 10% and Movement Speed by 15% for 10 seconds, but you also take 5% more damage. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
      • Comment: This morph now also grants Minor Expedition to give more mobility since this is a high risk high reward skill with reduced healing when compared to the other morph and increase damage taken.
    • Hircine's Fortitude: Invoke the Huntsman's blessing, healing you for 8002 Health. This portion of the ability scales off your Max Health. If you are at full Health you instead restore 3000 Stamina. You also gain Minor Endurance, Minor Fortitude and Minor Resolve, increasing your Health and Stamina Recovery by 15% and Physical Resistance and Spell Resistance by 2974 for 20 seconds. While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
      • Comment: This morph now also grants Minor Resolve since this a more defensive morph to give more bulk to the player.
    • Ferocious Roar: Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your Heavy and Light Attacks also are 25% faster and you gain Minor Berserk increasing all damage done by 5% for 10 seconds after casting. While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
      • Comment: This morph now also grants Minor Berserk and also increases the speed of the both heavy and light attacks by 25%, down from 33%, to give it more consistent offensive power
    • Claws of Anguish: Shred enemies in front of you with your tainted claws, dealing 2178 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Afflicts enemies with Major Defile for 10 seconds, reducing their healing received by 16% and Health Recovery by 16%. Enemies hit by any part of the ability are afflicted with the Diseased status effect.
      • Comment: Major Defile now lasts 10 seconds, up from 4, reducing the times it has to be recast.
    • Claws of Life: Shred enemies in front of you with your tainted claws, dealing 2249 Disease Damage and an additional 3620 Disease Damage over 20 seconds. Afflicts enemies with Minor Lifesteal for 10 seconds, healing you and your allies for 600 Health every 1 second when damaging them. You are healed for 66% of the damage over time caused. Enemies hit by the initial hit are afflicted with the Diseased status effect.
      • Comment: This morph now also applies Minor Lifesteal to the enemy increasing its healing potential for both the player and the group.

    Passive Skills
    • Devour: Allows you to devour corpses to increase the duration of your Werewolf Transformation and restore your Health. Every second you spend devouring a corpse adds 3 seconds to the duration of your Werewolf Transformation and restores 8% of your Max Health and Stamina. Each corpse can be devoured for up to 4 seconds.
      • Comment:Now also restores stamina.



  • ZhuJiuyin
    ZhuJiuyin
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    Sorcerer doesn't really need Minor Berserk and Minor Force(these of the easiest buffs to access in the game!!And 10 seconds is too short),We need major prophecy or savagery!

    If officials insist on tying wizards to pets
    That also makes the DPS of the one pet wizard possible

    But what Sorcere really needs is rework!
    update the passives skills , they out of date , and don't work with how the class fundamentally functions.
    And Encase, Rune Prison, Daedric Mines in the Dark Magic Skill lines are not as useful as before


    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • mmtaniac
    mmtaniac
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    Templar "Sunsphere" buff should be stronger because it's work only on abilities wchich means light attacks doesn't count ,burning light too. This should be at least 10-15% to counter major evasion at least. Major evasion is biggest and easiest counter to templar class.
    Edited by mmtaniac on April 28, 2023 8:22AM
  • Syiccal
    Syiccal
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    Ha I would love more than 5% , heaven forbid we get any where near the 30% nbs get
    Edited by Syiccal on April 28, 2023 9:35AM
  • TechMaybeHic
    TechMaybeHic
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    Syiccal wrote: »
    Ha I would love more than 5% , heaven forbid we get any where near the 30% nbs get

    Or if logic is other classes getting damage buffs; NB 10% damage increase is 10 seconds. I feel toppling major protection should at least be 6 if we are going to match uptime and have it worthwhile to use with the CC immunity timer. 4 seconds is just too short. Think they are looking at DK chains they shortened and all it did was make it just yet another buff for Corrosive, Rush of Agony, Brawler bombers. Not practical otherwise
  • Yudarl
    Yudarl
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    PvP perspective here.
    I generally like most/some of the changes, though i feel some issues are not addressed.
    Some suggestions:

    Templar:
    • Jabs:
      Jabs feels a bit weak atm. The easiest way to fix this would be to have the single target dmg portion of this ability to ignore „Evasion“. (Either make Jabs an exception from the AOE rules or have Jabs only hit doging targets with the AOE portion of the ability).
      This change would not impact PvE but would improve this skill a lot in PvP.
    • Solar Barrage:
      I really like the idea behind the buff to this ability. However, in practice it still feels a lot weaker then for instance "Deadly Cloak". Buffing class abilities by 10% instead might make the ability worth slotting (if that would be to strong in PvE just double the effect of "Sunsphere" in PvP environments).
    • Backlash:
      It has been said a lot already: This ability is currently not performing well in PvP, but would be needed to actually compete with stronger classes. I don't know what exactly is wrong with this ability but it needs to be stronger or just make it a flat amount of dmg (maybe with a way to buff it in PvE to keep the ability as strong as it is right now)
    • Radiant destruction:
      This ability could use a small nerf in PvP. Overall, it might be nice to shift some power from this ability to the rest of the class.
    Major breach (maybe on "Burning Light") for the Templar class could also help by freeing up some bar space. There are also more abilities ("Vampires Bane", "Restoring Aura") and passives ("Enduring Rays") that need help but that is maybe more realistic for the next Patch.

    Sorcerer
    Sorcerers don't need more dmg in PvP imo. They need bar space and a heal .I'm not the biggest expert on this class but maybe this might help the Sorcerer more then the current changes.
    • Dark Exchange and morphs:
      Add "Major Savagery" instead of "Minor Force" and "Minor Berserk". (Frees up a bar space on many builds and helps survival by proccing "Critcal Surge").
    • Surge and morphs:
      Add a burst heal similar to "Rally" to this ability. (A heal that gets stronger the longer the ability is active but weak initially/when spammed). This would will get the Sorc out of a difficult situation and synergizes with the hit and run play style without being op (I hope/think at least).

    Vampire:
    Undeath passive:
    This passive is to strong in PvP. It nearly forces you to play a stage 3 vampire. Changing this passive to up to 20% (or 25%) more life steal the lower your health drops would keep the passive strong and arguably more thematic without making it mandatory in PvP. The active vampire skill could use some buffs after undeath is tuned down a little bit.

    Also Necromancer really needs some buffs but there are others more qualified then me to give suggestions here (Though maybe make "Blastbones" no longer tagettable as soon as you buff Necros).

    One overall suggestion at the end: It would be nice to have a suggestion section or something similar in the forums. The devs could use it for inspiration and players would have a good place to post suggestions as it often seems like the Pts forums are not the right place for it as there is not enough time to implement new ideas.
  • VadimAleks
    VadimAleks
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    Developers follow the path of WoW - when all classes differ from each other only in the color of the "balls". Skill X is too strong - let's nerf it! It's like the Olympics - this guy is running too fast, let's break his leg!
    Developers! Maybe it would be worth buffing other skills? So that players have an alternative to this very OP skill X? But no! It will take a little effort and creativity! Much easier to cut, cut and cut! Absolutely easy and depicted a flurry of activity on the "balance" (it is absolutely clear from these actions that the developers have no idea how their game is played at all).
    No more levels and skills, only degradation!
  • silentxthreat
    silentxthreat
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    Sorcs still remain in a bad spot with little heals compared to every other class in the game. Dark deal didnt need a damage buff. we need the heal to scale off max stat and be instant. Its really not very that any other class geta huge instant heal with no cd while we have to rely on vigor.....
  • ioResult
    ioResult
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    Why on PTS has the range of Stealth Detection potions been increased 5X to an insanely large area of 100m, up from the current 20m?

    On PTS:

    wcrzjtnz3sru.png

    On the Live servers:

    znpxxao4o5t2.png

    WHY?
    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • usmcjdking
    usmcjdking
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    There is waaaaay too much healing in this game at the moment. The strength of each heal is not problematic insofar as the availability of them.

    For example:

    c8o6r13duhe4.jpg

    This skill build (which is pretty generic), has six healing spells.
    0331
    0602
  • Turtle_Bot
    Turtle_Bot
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    Yudarl wrote: »
    PvP perspective here.

    Sorcerer
    Sorcerers don't need more dmg in PvP imo. They need bar space and a heal .I'm not the biggest expert on this class but maybe this might help the Sorcerer more then the current changes.
    • Dark Exchange and morphs:
      Add "Major Savagery" instead of "Minor Force" and "Minor Berserk". (Frees up a bar space on many builds and helps survival by proccing "Critcal Surge").
    • Surge and morphs:
      Add a burst heal similar to "Rally" to this ability. (A heal that gets stronger the longer the ability is active but weak initially/when spammed). This would will get the Sorc out of a difficult situation and synergizes with the hit and run play style without being op (I hope/think at least).

    This would be a good stop gap for sorcs defensive/healing issues in PvP.

    However, one change to this, make it savagery and prophecy instead of just savagery. Sorc gives minor prophecy as their "unique" class buff, but not savagery so skipping out on major prophecy would not be good.
    Edited by Turtle_Bot on April 29, 2023 5:36AM
  • Traxxar
    Traxxar
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    Vampire Undeath Passive is still over tuned making vampire meta in pvp.

    This doesn't get talked about enough unfortunately, it's pretty much mandatory if you want to succeed in pvp. Would be more balanced if they made the passive require you to slot a vampire ability for it to be active.

    Good idea. It currently is to strong. Enforcing to have a vampire skill slotted would change things a bit.
  • TechMaybeHic
    TechMaybeHic
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    I'd really like if blast bones popped up quicker and immediately heading to the target faster. It really feels like a cast time on an instant ability. Then the thing gets confused easily

    Just little things at least
  • ESO_Nightingale
    ESO_Nightingale
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    Benemime wrote: »
    Hello everyone, another update and little to no changes to warden.

    I've been playing warden for ages now, and I usually change from stam to mag often, just for the sake of changing gameplay a bit.

    My thoughts:

    Fetcher Infection: this skill is only good on PVP and PVE Boss, while Growing Swarm can be use on trash mobs as well because of the AoE aspect (although, not a warming feeling, recasting when they die). I would actually change this skill a bit to spread more like the Soul Splitting Trap, that would make it more useful on pve.

    Bull Netch and morphs: I HATE this skill. Don't get me wrong the regen is nice, but that skill makes the combat SO boring to me that is not worth slotting. It's so annoying to have the netch constantly up energizing you, Entropy (Mages Guild skill) is a lot more fun. Not to mention the animation is super slow when casting. This is by far one of the worst skills in the game (gameplay-fun wise). This skill should be deleted.

    Deep fissure and morphs: Not my cup of tea, but it could be someone else cup of tea. I just don't like it. And the Morrowind theme on Warden skills does not fit the players that came from somewhere else. This bothers me so much, but there aren't any other class that i see myself more than Warden, so...*tongue pop*

    Feral Guardian and morphs: My issue with this skill is about looks. The ult when casted is not flashy, it's bland, and bland things affect how much fun you have when you are playing. IMO when using the ult it should glow something, do something, maybe like Selene (Monster set), idk. Just give me something special. The bear itself is bland, it boggles me how this company cares so much about cosmetics and so many years since the release of warden already and no cosmetics, no acessories, nothing? Just a gray bear? And by the way, I would LOVE to have a senche tiger, a white striped tiger, a black panther or some other animal instead of the bear, give us variety and customization!

    Budding Seeds and morphs: This is a lazy one from the devs part. The flowers are the SAME models used on so many flowers in the game, I remember walking through daggerfall and seeing the same flowers as my skill. I was like...that is disappointing. Give me something else.

    Fungal Growth and morphs: From the not-a-healer pov: what is preventing me from using this instead of Polar Wind is that Polar Wind gives me armor and a HoT. I would slot this if it had a HoT on caster.

    Living Trellis and morphs: my issue is that IMO it should always cast on the caster too. That's why I don't slot it. Duration is also low. Is it just me or green balance is generally underwhelming?

    Sleet Storm and morphs: why using this when you can have the bear that gives more dps and attacks when you are stunned, knock down mobs and everything? Maybe lower the cost on this ult. About the major protection...meh, everyone has it, we don't need major protection when casting it. Maybe if major protection was up at all times when slotted, I would actually rethink my build. That's it. Give it Major Protection when slotted and applies Minor Resolve when casted. After all, we don't have access to minor resolve.

    Arctic Wind and Polar Wind: The animation is so obtrusive on the screen. It takes the whole screen if I'm not playing with the camera far from my character. The animation effect is also dated: the circle is not a circle of wind, it's sharped, like a square wind LoL

    Arctic Blast: IMO, Delete it. Copy and paste Polar Wind and make it to be scalable by offensive stats. Or gives us minor resolve instead of HoT. But I have a feeling that it won't happen since this is suppose to be the offensive morph.

    Extras (other skill trees):

    Destruction Staff:
    Destruction Reach:
    Raise the initial dmg of Flame and Shock Reach to be on par with Frost Reach. Force Pulse is boring for other classes. Delete Force Pulse.

    Foce Pulse: Boring and generic, even the thumbnail art screams generic. I know people would not like this, but i would actually delete this skill and make it to be a one element skill to fit the staff element.

    Fighter Guild:
    Camouflaged Hunter morphs
    : underwhelming morphs for today standards.

    Ring of Preservation: IMO Instead of Turn Evil morph, it should be a morph that gives Minor Resolve instead of Minor Protection. Does anyone use turn evil? Is it useful by any chance? lol

    Last but not least:
    Imperial passives:
    Redrawn the icons to be more about the duality of magicka/stamina race, instead of looking like a templar race focused on shield. Tough: same effect, new icon. Imperial Mettle: Gives 1000 stamina and 1000 magicka instead of 2000 stamina. Red Diamond: Same effect. So many imperial mages and they focused the icons on carrying a shield.

    Arctic blast is fine as a damage skill. We do need a wep/spell dmg scaling heal but i don't think it should be on blast just for the sake of balance. we do actually have an entire skill line for healing and it should be one of those skills/morphs. Arctic Blast is an integral part of frost warden's kit and we only just got it. It's fine as a damage skill and that portion of it should remain as is.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
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